Tabula Vitae Flasks and Anointments - breakinblocks/NeoVitae GitHub Wiki

Tabula Vitae, Flasks and Anointments

The Tabula Vitae is the Vitaemancer's brewing rig, a workbench of transmutation that draws Essentia Vitae from your Anima to reshape matter, brew elixirs, and prepare the reagents required for nearly every other discipline. The Anima it taps and the tier of recipes available are governed by the Orb of Vitae socketed into its right-hand slot.

Using the Tabula Vitae

When studying recipes in the in-game book or through JEI, hover over the arrow marked with an EV label to reveal the drain cost, crafting time, and required tier.

If the table refuses to work, the cause is almost certainly one of these:

  • Orb Error. No Orb of Vitae is present, or the orb's tier is insufficient for the recipe you attempt.
  • Anima Error. The orb is adequate, but it has not been bound to you (right-click to bind), or your Anima lacks sufficient EV to fuel the transmutation.

Side Configuration

Each slot on the Tabula Vitae can be exposed to a specific side of the block for hopper or pipe access. Click an empty slot in the menu and then click the direction buttons that appear; the chosen side will deliver to (or pull from) that slot specifically. This makes the table trivial to automate even when several slots feed different ingredients. With the output slot selected, right-click a direction button to push finished items out of that side into the neighboring inventory; the pushing side gets a gold border.

To run many Tabula Vitae recipes at once, see the Sanguine Crafter. To make a Tabula Vitae work faster, build a Ritual of Celerity around it; the EV each recipe costs stays the same.

Transmutation Catalog

Even the simplest transmutations have their uses. Common Tabula Vitae outputs include:

  • Mundane: Grass Block from barren earth, Leather purified from rotten flesh, Bread from raw grain, Clay drawn from sand, String and Cobweb.
  • Industrial: Plant Oil extracted from wheat/carrots/potatoes/beets, Coal Sand, Flint from gravel, Saltpeter, Gunpowder.
  • Reagents: Air, Growth, Holding, Magnetism, Mining, Phantom Bridge, Sight, Suppression, Teleposition, Void, Lava and Water reagents (the bases for every Sigil).
  • Vials: the Tabula Vial (a glass vessel reinforced with powdered slate, required to hold anointments).

A cunning Vitaemancer may place a Lava Sigil or Water Sigil within the Tabula Vitae to conjure Lava or Water Buckets without consuming the sigil. The Water Sigil also substitutes for a Water Bucket in any recipe the table accepts, a small convenience that saves many trips to the well.

Flasks: The Alchemist's Craft

Potion-brewing is a pedestrian art. Any hedge-witch with a cauldron can boil nether wart into a serviceable tincture. By weaving Essentia Vitae into the brewing process, you transcend the crude limitations of conventional alchemy.

The Alchemy Flask

Forged upon the Ara Vitae, the Alchemy Flask holds eight doses of whatever elixir you fill it with. Once drained to its dregs, rinse it with water to prepare a fresh vessel: right-click a water source, a water cauldron, or a sink or tank that holds water, or craft the flask with a Water Bucket. A flask that still has doses left is only rinsed while you sneak. Flasks may also be transmuted into projectile forms:

  • Splash Alchemy Flask for thrown application.
  • Lingering Alchemy Flask for area-effect clouds.
  • A Lingering Flask combined with 8 Amethyst Throwing Daggers in the Athanor forges Tipped Amethyst Throwing Daggers that apply the flask's effects on impact.

Layering Effects

Layering multiple effects within a single flask is elegantly simple. Brew your first elixir, then use the resulting flask in place of an empty one for the second brewing. For example, brew a flask of Bounce, then use that same flask as the base for a Night Vision recipe; the result is an 8-dose flask bestowing both Bounce and Night Vision per sip.

Catalysts

Central to the art of flask-brewing are Catalysts, reagents brewed in the Tabula Vitae that shape and amplify your elixirs.

Catalyst Role
Simple Catalyst The alchemical bedrock of nearly every flask recipe. Prepare these in quantity.
Small Power Catalyst Intensifies the topmost effect at the cost of duration (akin to Glowstone). Reaches deeper if the top effect is already maxed.
Small Lengthening Catalyst Extends the topmost effect's duration (akin to Redstone). Reaches deeper if the top effect is already maxed.
Combinational Catalyst The reagent of synthesis; fuses two effects within a flask into one new effect. Suspended + Levitation = Flight.
Weak Filling Agent Replenishes a partially drained flask, but only the topmost effect survives.
Simple Cycling Catalyst Rotates the order of effects in a flask, bringing a different effect to the top.
Strengthened Catalyst A refined substrate that serves as the foundation for advanced-tier catalysts.
Standard Lengthening Catalyst Extends the topmost effect to 21:20 per dose (8 doses = a staggering span of sustained power).
Standard Power Catalyst Drives effects to Level III, though duration contracts to 45 seconds per dose.

Flask Effects

The discipline offers familiar elixirs alongside far stranger brews.

Flask Effect
Bounce Transforms falls into harmless rebounds.
Fire Resistance A ward against flame and heat.
Flight The pinnacle of gravitational alchemy: true flight.
Gravity Intensifies the earth's pull to crushing force.
Grounded Anchors the body, suppressing all jumping.
Hard Cloak Stiffens flesh and armor with alchemical rigidity.
Heavy Heart A leaden weight that drags the victim earthward.
Instant Damage Vitality inverted into a bolt of arcane harm.
Instant Health A surge of raw vitality, instant and potent.
Invisibility Bends light to conceal the flesh from sight.
Jump Boost Coils the legs to leap beyond mortal limits.
Levitation Reverses gravity's pull, sending the body skyward.
Night Vision Attunes the eyes to pierce any darkness.
Obsidian Cloak A mantle of volcanic hardness against physical harm.
Passive Extinguishes aggression, rendering creatures docile.
Poison A wasting venom that gnaws but does not kill.
Regeneration Knits wounds closed over time.
Slow Falling Loosens gravity's grip to a gentle drift.
Slowness Thickens the blood, deadening the limbs.
Spectral Sight Opens the inner eye to perceive all nearby life.
Speed Quickens the stride beyond mortal pace.
Strength Surges the body with unnatural might (+3 attack damage).
Suspended Severs the body from gravity's dominion.
Water Breathing Grants the lungs dominion over water.
Weakness Saps the muscles, rendering strikes feeble.

Anointments

Where flasks empower the body, Anointments empower the hand. These are alchemical coatings for your tools, weapons, and Charges. Hold the anointment in one hand and press [Use] to apply it to the item in the other; not every coating suits every instrument, choose wisely. An anointment may also be applied via a smithing table where it takes the place of a smithing template, useful for two-handed weapons.

Unlike elixirs, anointments are not governed by time. They diminish with each use of the coated tool, fading stroke by stroke until spent. They are held in the Tabula Vial; ordinary glass cannot withstand the reactive compounds within.

Anointment Effect
Iron Tip Weights arrows with alchemical density (bow power).
Archer's Polish Propels arrows with unnatural swiftness (bow velocity).
Fortuna Extract Coaxes greater yield from harvested blocks (Fortune).
Miner's Secrets Draws hidden experience from the earth.
Holy Water Sears the undead with purifying radiance.
Plunderer's Glint Draws greater spoils from the slain (Looting).
Honing Oil Hones the blade to a lethal keenness (melee damage).
Dexterity Alkahest Hastens the draw of ranged weapons.
Soft Coating Preserves blocks whole upon harvest (Silk Touch).
Slow-burning Oil Smelts blocks on contact through residual heat.
Void Essence Consigns worthless blocks to oblivion (auto-void on break).
Repairing Salve Mends the tool with every stroke.

See also: Sigils (whose reagents come from this table), Alchemy Arrays (where many of those reagents become sigils), Hellfire Forge and Sentient Equipment (for Charges anointments coat).